WackyToaster's Forum Posts

  • Ah, so you can "store" that expression itself in the form of a function, that returns the resulting value. As for the sliders, I'd put them into a family and use custom actions.

    This setup will change the sliders frames at 97 for all sliders. But you can also then add overrides if a specific slider should change at 50 for example.

    I suggest reading into functions and custom actions:

    construct.net/en/make-games/manuals/construct-3/project-primitives/events/functions

    construct.net/en/make-games/manuals/construct-3/project-primitives/events/custom-actions

    Hope this helps!

  • It should be possible, but you'll still need to host a websocket server on the local network. Probably via node.js or python. You don't need a hotspot, just both devices on the same network.

  • In your case, if the value only is calculated when you change the fader, I'd go with a global variable to store it.

    So, On input -> set global variable to round(3.1 * (1 - exp(-0.035 * FaderValue)))

    This stores the result until you change the input again. So yes, you can set a variable to that equation, just keep in mind it stores the result, not the equation itself.

    As for applying it to several objects in your project, that depends on what exactly you want to do. You could use families and custom actions to handle whatever the objects need to do based on the value. Perhaps a function also does the trick in your case. Most likely either of those will be what you're looking for.

  • Truth of the matter is i burnt myself once by using a lot of Rex' old add-ons back in the day and ever since then i stay away from 3rd party things, even though there's great stuff being done.

    Yeah these addons were great while they lasted. The only reason why I'm not that reluctant to touch 3rd party plugins is the simple fact that in most cases I'm probably able to fix an issue myself if a plugin breaks, at least if it's a relatively simple fix. But I think it demonstrates Ashleys points quite well. 3rd party support can just vanish from one day to the other for any reason, then something breaks and you're kinda screwed. Recent examples: ProUI and LiquidFun, and those were even paid addons, not some random free addon from the exchange.

    But there's also the point that there's a lot of things people want that Ashley is reluctant to implement for one or the other reason. So what option is there other than a 3rd party addon?

    Prime example is UI stuff. Highly requested for years at this point. Best we got was the HTML plugin. Mind you, that plugin is great for all kinds of purposes and I use it quite some, but not for making a good UI in a game due to the nature of DOM elements being almost entirely detached from the games rendering and always draw on top no matter what (+ some extra annoyances) Yes, implementing it on a canvas level has a rats tail, but it's an important rat regardless.

    Just something like flexbox/scrollbox implementation for a start would already be a huge win, but alas.

    is this because the official plugins use undocumented features or is it because their code is not publicly available in a plugin-like package?

    The latter. You can access the code with the inspector if you know where to look and unminify it, but that's not exactly useful for anything other than looking at it.

  • I remember something similar tripping me up some time ago. In this case my guess is that "For each Sprite" is a loop and actually does iterate over all objects and also applies the actions in the event individually. The second one is a filter condition, which is faster and the action is applied to all sprites that end up being picked simultaneously and only once.

    Or in js

    	objects.forEach(e => {//thing});
    
    	VS
    
    	objects.filter(variable => variable < 0)
    

    People commonly misunderstand this. For example, if your event would be "add 10 to score" both examples would seemingly work at first glance. However, the second one will not work if multiple sprites end up with variable < 0 at the same tick. It will only add 10 score even if 1000 sprites have variable < 0, whereas foreach will add 10 score for each of the 1000 sprites individually. I think the "most correct" solution is actually the filter condition & adding 10*object.pickedcount to the score.

  • Huh, I've tried it and that's actually what's happening. Kinda weird. I've noticed that it has something to do with the screen size/resolution. If my layout is 1920x1080 and I preview in fullscreen, the effect is not as pronounced (if it exists at all). But if I scale the window down further and further, the effect gets worse and worse.

    A 32x32 sprite at 1/8 resolution is effectively just 4 pixels high. And it needs to shrink 8 pixels in actuality, to reflect a single pixel of shrinking onto the scaled down sprite, which will visually result in distinct steps of shrinking.

    Looks like subpixels are not rendered correctly when scaled down? But I dunno, someone with more knowledge gotta weigh in on that.

  • Yeah that happens occasionally. I think Ctrl+ and Ctrl- should work. You can also just open Construct in the browser (editor.construct.net) and then you have access to the browser menu, including a way to reset the zoom level.

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  • Hmm, maybe I'm understanding something wrong but wouldn't this work? (Pseudocode)

    	if X tapped -> { doThing(X); return;}
    	if Y tapped -> { doThing(Y); return;}
    	if Z tapped -> { doThing(Z); return;}
    
    	// nothing was tapped
    	doThing(Bail);
    	return;
    

    So, if everything that can be tapped resolves to false, you're left with "nothing was tapped". I guess you're sort of doing the inverse, and instead check "was nothing tapped" first, then handle all the tappable objects. But I think my version would spare you having to iterate over all objects that cannot be tapped and instead only iterate over the objects that can be tapped.

  • Whenever I see negative comments about C3 (mostly from users of it), it dumbfounds me.

    The biggest fans are often the harshest critics. And there's just valid criticism to be had. I don't think most people make these comments from a place of negativity, even if it sounds like it.

    However, I don't see an issue with cloning an official plugin for example, renaming it, adding it to your project and messing with its code that way, and from what you guys are saying, that's not possible?

    Yes, that's not possible. It used to be possible in C2, but it seems that exactly that lead to some people playing the blame game and finding Scirra at fault when, in fact, they are at fault themselves. It's just human nature to attempt to find blame everywhere else except one self, anyone who played any amount of League of Legends or Overwatch can probably write a book about it. Teams losing? Must be (the game's bugged) and/or (lag) and/or (unbalanced character) and/or (anyone but me). It's never just "Oops, I screwed that up. I'm the problem."

    Scirra also makes an easy target by nature since they are the company and they are getting paid. What are they supposed to do if a customer waddles in with their corrupted project due to a hacky plugin, blames them for it and expects it to be restored? Sure, as an individual you could easily say: "Lmao you didn't make backups? AND you messed around with a hacky, unsupported plugin? Unlucky buddy, learn from the experience, you messed that one up yourself." but as a company, in the end, you rely on people giving you money and ideally they are also happy doing so. Even if they give you a headache.

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  • You can always email support directly.

    construct.net/en/contact

  • Is the object on the correct layer? If you put it onto the HUD layer at parallax 0,0 it should stick to the mouse cursor just fine.

    The mouse also has a "set cursor from sprite" action, you can try that.

    construct.net/en/make-games/manuals/construct-3/plugin-reference/mouse

  • I'd say obviously if you pay for a month and then cancel, the month you paid for stays active. It would be wild if not, I can't imagine it working any other way. That's the purpose of the monthly plans afterall, for people who only use it for a month here and there.